Necromunda rulebook - Games Workshop
Necromunda rulebook - Games Workshop
Necromunda rulebook - Games Workshop
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PLAYING A CAMPAIGN GAME<br />
When playing a campaign game you have two extra<br />
things to do. Firstly, before the game starts, you must<br />
decide where the fight is to take place and sort out any<br />
other pre-battle details. Secondly, after the game is over,<br />
you must roll for income, injuries and other post-battle<br />
details.<br />
PRE-BATTLE SEQUENCE<br />
Before the battle can begin the players work their way<br />
through the following sequence.<br />
1. The player with the lowest gang rating rolls on the<br />
Scenario Table to determine which scenario will be<br />
played. If the scenario has an attacker and a<br />
defender, then the player who picks the scenario<br />
must attack.<br />
SCENARIO TABLE<br />
2D6 Result<br />
2 The player whose gang has the highest gang<br />
rating may choose which scenario is played.<br />
The battle is fought in an old dome which is<br />
prone to cave-ins. If either side uses a heavy<br />
weapon or grenade during the game the<br />
roof caves in on a D6 roll of 4, 5 or 6. Roll<br />
each time such a weapon is used. If the roof<br />
caves in then the game ends immediately in<br />
a draw and all models must roll under their<br />
Initiative to escape without further harm.<br />
Any fighters who fail this test sustain a S4 hit<br />
with a -1 armour save modifier.<br />
3 The player whose gang has the highest gang<br />
rating may choose which scenario is played.<br />
4-6 Play the Gang Fight scenario.<br />
7-11 The player with the lower gang rating may<br />
choose which scenario is played.<br />
12 The player with the lower gang rating may<br />
choose which scenario is played. In<br />
addition, this is a real ‘grudge match’, so<br />
both sides earn double Experience points<br />
for the battle.<br />
2. Roll for fighters with Old Battle Wounds or<br />
Head Wounds to see what part they play in the<br />
battle.<br />
3. Set up the terrain and gangs according to the<br />
rules for the scenario you are playing.<br />
109<br />
NECROMUNDA<br />
POST BATTLE SEQUENCE<br />
After the battle is over the players work their way through<br />
the following sequence. You do not have to work<br />
through the entire sequence at once, as you may wish to<br />
consider further purchases, but any dice rolls required<br />
must be observed by both players or a neutral third party.<br />
It is convenient to complete up to Section 4 (Collecting<br />
Income) straight after the game.<br />
1. Determine the extent of injuries for each fighter<br />
out of action at the end of the game. Fighters<br />
who are down at the end of the game are<br />
considered to be out of action on the D6 roll of<br />
a 4, 5 or 6 and must also roll for injuries. See<br />
the Serious Injuries chart.<br />
2. Allocate Experience points for your fighters and<br />
make any Advance rolls. See the Experience<br />
section and Scenarios for details of how this<br />
works.<br />
3. Re-allocate territory if appropriate. Territory<br />
may be lost or won according to the scenario<br />
played.<br />
4. Collect income from territory as described in<br />
the Territory section.<br />
5. Recruit new fighters and buy new equipment as<br />
described in the Trading Post section.<br />
6. Update your total gang rating and you are ready<br />
to fight again.<br />
DISBANDING GANGS<br />
You may choose to disband your gang at the end of any<br />
game and start again with a new one. All of the old gang’s<br />
territories are lost, but gang fighters may be hired for the<br />
new gang if you wish. Gang fighters who are ‘re-hired’<br />
have a cost equal to the value listed for them in the gang<br />
list plus their equipment, plus 1 credit per Experience<br />
point.<br />
The leader of a disbanded gang, if he is still alive, may not<br />
be hired into the new gang. He wanders alone and<br />
defeated into the wastes and is never seen again.<br />
BUYING NEW EQUIPMENT BETWEEN GAMES<br />
As explained in the Trading Post section fighters may be<br />
bought new equipment using credits from the gang’s<br />
stash. Fighters may trade in old equipment they no<br />
longer want. Gang fighters can also swap equipment<br />
between themselves. Alternatively, old equipment can be<br />
hoarded and re-used at a later date.<br />
Weapons purchased, swapped or taken from storage<br />
must be of an appropriate type for the fighter as<br />
indicated in the recruitment lists. You can’t give a ganger<br />
a heavy weapon, for example.<br />
Record any changes to a gang fighter’s equipment on the<br />
gang roster. Bear in mind that models must always carry<br />
the appropriate weaponry. A fighter who changes his<br />
weaponry must be represented by a new model, or the<br />
existing model may be converted so that he carries the<br />
appropriate weapons.